NAF transition (updated)

by Evi1Panda·v0.720·Updated 2024-09-10

Native animation framework extender. An extension to the excellent NAF that allows you to play on top of it. Most LL modifications were written for another animation framework. It also includes an expansion manual for the convenience of mod authors.

About this mod Machine translation

Native animation framework extender. An extension to the excellent NAF that allows you to play on top of it. Most LL modifications were written for another animation framework. It also includes an expansion manual for the convenience of mod authors.

Prefix:

Far Harbor Nuka World Automation Workshop DLC

Address Library for F4SE Plugins:

Fallout 4 Script Extender (F4SE):

LooksMenu:

Mod Configuration Menu (optional):

Native Animation Framework (NAF):

SUP F4SE:

The latest version of C++ vc redist:

LL Fourplay (optional):

Updated on September 10th:

Version 0.720

Implemented GetProtectedEquipmentKeywords().

The algorithm for applying offsets has been corrected.

Fixed bug with boolean arrays (HideHUD function)

Fixed a bug with saving control locks in certain cases of scene failure.

Fixed a crash when sending none using the NAFBridge papyrus script.

Updated on September 6th:

Version 0.710

SetActorLocked now adds NAF_DoNotUse keyword.

Fixed an issue where the body disappeared when launching a player scene in first person view.

Fix English MCM menu: removed lines in Russian.

All major features are powered by Snapdragon's NAF: a fast modern animation framework and a comfortable UI for you to enjoy!

What does it do?

You can play older mods that were written to work with older frameworks, but it will use NAF. I'm talking about Mods like Violate, RSE, Sexual Harassment, Attributes, etc.

For modders, it provides the API they already know, but it runs faster and has some new features. Now sources are open and described in detail. If you need more information or new api functions - please feel free to let me know.

What are the new features?

It is a completely rebuilt Bridge mod. Now it's not only based on Papyrus, but also based on C++ code, congratulations - now I can. It's still beta, but well tested. I'm mainly expecting friendliness improvements rather than bug fixes, but anything is possible.

MCM settings. You can now set frame rules (settings and overrides) in mcm.

Removed all black screens (old version issues).

Fixed an issue where player bodies would disappear in close-up scenes.

Fixed keyboard blocking issue in scenes.

Fixed endless walking (an issue with older versions).

Extends NAF parsing to work with certain XML features not supported by NAF. (Scene offsets, old-school single-frame facial animation, getting furniture lists).

Added slow-drying function: the semen does not disappear immediately in one second, but gradually becomes transparent over time, simulating the effect of drying. Can be disabled in MCM.

The functionality of the old framework has been improved, it is now implemented using a C++ plugin, extends NAF and works a second faster.

Almost fully compatible with mods written for older animation frameworks, Implemented functions: OnFurnitureListLoaded, OnWalkInit, OnSceneInit, OnAnimationStart, OnAnimationChange, OnStageEvent, OnAnimationStop, OnSceneEnd, OnPositionData, GetAPI, GetFurnitureList, StartScene, StopScene ,StopSceneWithAbruptStop,ChangePosition,ApplyEquipmentSet,GetPositionData,ApplyMorphSet,ApplyOverlaySet,RemoveOverlaySet,ApplyMfgSet,AddMFGBlock,RemoveMfgBlock,SetActorLocked,QuickScene, In StartSceneByPosition of StartSceneByPosition. All these functions use fast C++ and papyrus algorithms and execute in less than a second.

Completely removed some requirements for old framework mods (difs in older versions).

Complete source code and documentation from the mod author.

Is this a beta version? Is it safe to use?

It's not fully released yet. But I tested it for a while. It should work fine and shouldn't break something.

Do I need to install AAF?

No. Removal of AAF is mandatory.

Do I need to install NAF?

Yes. Hard requirements.

Are there AAF files in it?

No, no AAF code or AAF-only author solution is used. The API was completely rewritten. But it is emulating AAF events and functions (its main functionality), so you can find the same names, but not the same implementation. This …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
NAF 过渡(更新)
File size
1.2 MiB
SHA-256
a60956bf21974c81f25c70d641099bf56418b8cad77a747cf4e624d6b09fdd46
Stored at
2026-10-11 05:31